Dominion Strategy Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - lympi

Filter to certain boards:

Pages: 1 [2] 3
26
Other Games / Re: Video Games
« on: May 02, 2012, 11:33:11 pm »
For fans of old video games, this is really well done little montage that might even bring a tear to your eye: http://www.avclub.com/articles/this-oddly-moving-montage-of-videogame-characters,73160/

It really is an excellent video, they fit a lot into a couple minutes. Here's a list someone put together of all the games featured:

http://pastebin.com/CuERRhU6

I didn't put it together, but I did identify the last two unknown games, which I was entirely too proud about. (Hagane and Alien Carnage, for the record.)

27
Dominion General Discussion / Re: Possession, a poll!
« on: April 30, 2012, 12:14:13 am »
Besides, if you need MY deck to win, what does that say about who's better?  ;)

Well, if I win, I guess I'm the better player, right?

I like Possession. Any card that forces you to think in a completely different way than you normally would is a solid card in my opinion.

Consider Possession a middle man of sorts. In the real world, a middle man sees an opportunity to make a buck by putting himself in between a buyer and a seller… they broker a deal and take a cut in the process. Stock brokers, eBay, Wal-Mart, FLGSs, Malcolm Reynolds, craigslist, pimps, politicians… it's all middle men, all the way down.

If your opponent sees your deck is better than their own, they'll slide a Possession into their own deck, play yours and take a cut of "your" earnings.

I loathe middle men, but I also respect them.

28
Other Games / Re: New Web Show on Boardgames
« on: April 20, 2012, 01:55:24 pm »
I watched it. It's called "Tabletop" and the first episode is a four player game of Small World with Wil and some other folks. It's 30 minutes. I found it fairly entertaining.

Judging from this first episode, they seem to be modeling the show after televised poker. The rules are explained on screen to help people who are unfamiliar, there are interviews with the players throughout the show, and the whole game is edited down to a half hour, so you're only going to see the more dramatic parts.

The whole thing is very well-produced and polished. Far and away the highest-quality board game-related video content out there. (Sorry WanderingWinder.)

That said, I'm not sure who the intended audience is for this. It's a little too newb-ish for people like us (I'm not sure I want to watch non-gamers stumble through a game for the first time on camera on a regular basis), and probably a little too long and too nerdy for non-nerds who are curious about board gaming. It's a delicate balance.

Don't get me wrong, I hope it's hugely successful and it brings more people into the board gaming fold, but I'm not sure they've struck the right tone with this first episode.

29
Dominion Articles / Re: Dominion Kingdom Decision Tree
« on: February 26, 2012, 03:28:13 pm »
Thank you for reading this and may you never draw your terminals dead.

This is a great thread, but this is my new favorite thing. It's like saying Grace but for Dominion.

I'd be interested to see other players make their own decision trees. I like engines, so usually the first thing I look for in a kingdom is if there are any +Actions.

30
Goko Dominion Online / Re: Official(?) Dominion App Available on iTunes
« on: February 15, 2012, 03:37:28 pm »
Yeah, this is the same reason Apple avoids announcing products before they're ready to be sold, because they are so bad that if people knew about them ahead of time, they would never buy them.

Or wait, maybe it's that they want to generate interest in the app when it's actually available to buy.

If I were making an Apple analogy, I would actually go the other way.

Apple is notoriously secretive, unless they don't have an existing product on the market. The original iPhone, for example, was announced months before it was released, as Apple did not have a phone in the market yet, so they wouldn't be hurting sales of their existing phone.

RGG has no Dominion app for sale right now. So following Apple Business Practices™ they have nothing to lose by whetting our appetites ahead of time. If anything, maybe telling us anything at all would stop a couple people from buying that Gundabad nonsense.

I am not making an Apple analogy, however. So I'm just going to continue remaining cautiously optimistic that the official app doesn't suck, since I have nothing else to go on.

31
Game Reports / Re: Shortest Game Ever
« on: February 15, 2012, 12:04:43 pm »
You know, there may be other reasons for resigning a game early on, like, your house is burning. Especially since Governor isn't a totally great opening at all. There are 14 5$ cards that have a higher ranking when opening with them and nothing else.

Given he started another game 7 minutes later according to CR.com, I suspect it wasn't a burning house.

I don't know. If he started one minute later, sure, that's no burning house. Seven minutes, though… that could go either way. You can put out a lot of fires in seven minutes. Then, once the fire is out, nothing like relaxing with a nice game of Dominion.

Vetoing Governor, of course.

32
Dominion General Discussion / Re: Top 10 Card Artwork
« on: February 01, 2012, 07:54:11 pm »
I just put together a top ten, and I guess I'm a sucker for theme. Which is funny, because theme is something Dominion is notoriously lacking. Still, when a card's function and name and art come together, I guess I dig it.

Honorable mention: Jack of All Trades - Great card, with great art to boot. Just look at that guy. Such a pimp. He's like "'Sup. I'm adequate."

10. Possession - Captures the card's purpose perfectly.
9. Tactician - Love that it looks like the dude is facepalming.
8. Witch - Still strikes fear, just looking at her.
7. Border Village - That's an epic-looking village. Fits.
6. Stash - Almost photorealistic. (I think it sort of is, SdJ judges and all.)
5. Watchtower - The blue Reaction border accentuates the wintery theme. Looks good.
4. Noble Brigand - Even more badass than the Jack. I'm taking your Gold, sucka.
3. Hunting Party - I'd love to see this full size, you can tell there's tons of detail.
2. Trusty Steed - How could this not be your first Prize pick?
1. Ill-Gotten Gains - Those gains? Those gains are trouble.

Seems I agree that Hinterlands has the best art. Although maybe it's just because it's still new?

Worst single card art-wise is a toss up between Navigator and Tournament. I like Harem, man. Woman, even. It's different, but it's got style. It's like Wind Waker. Navigator and Tournament though. Yeesh. They look like something I'd draw.

And that is not a compliment.

33
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: January 14, 2012, 03:07:15 pm »
For my own edification, I tweaked Endowment and Outskirts to address some of the concerns with each. And I think they're better cards for it.

First, Outskirts:




Outskirts: Victory - Reaction, $3
Worth 1VP for every 3 cards with more than one type in your deck (rounded down).
----------
When another player plays an Attack card, you may reveal and then discard this card from your hand. If you do, gain a copy of the Attack card.

I basically nerfed the Reaction and strengthened the Victory by removing the ability to gain the card wherever you like and lowering the cost. The gaining thing was a cute idea, but didn't make the Reaction that much stronger. And by lowering the cost to $3, the Victory maths are more in line with Tunnel/Great Hall rather than Gardens/Silk Road.

For Endowment:




Endowment: Treasure, $6, worth $2
$2 [large coin]
+1 VP token
----------
If this card is trashed, you may return 1 VP token to the Supply. If you do, gain a Duchy.

In addition to adding a horizontal line and rewording the trashing mechanic (good call, Tables), I nerfed the "reverse-Bishopping" to gain a Duchy instead of a Province by returning one VP token rather than two. I think this makes Endowment more of a Silver-with-a-bonus mid-game and a VP bumper late-game rather than a strategy unto itself. It also simultaneously takes care of the potential rules wonkiness Octo brought up that occurs if you feed an Endowment to your Bishop with, say a King's Court. (If it's only 1VP token you have to return, you're gaining that anyway with the Bishop.)

Now I just need to figure out what to do with Hero…

34
Dominion General Discussion / Re: Promo sales limitations!?
« on: January 10, 2012, 01:08:04 pm »
I could probably manage to scrounge up some blanks for you, rinkworks.  It might even give me an excuse to open up the cornucopia box that has been sitting in my office for months ;P.

No need to open Cornucopia. There are no blanks. Instead there are these five useless "Prize" cards. Lame. They can't be any good, they cost 0 and they're not even in the Supply!

35
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 28, 2011, 01:35:36 pm »
One side note is that playing this (Message in a Bottle) optimally creates a lot of action paralysis, and lots of counting your deck to keep things in line, which isn't the best game mechanic to promote. 

I have several AP-prone players in my game group, which can lead to some unfun situations. None of us are the type that would have come up with putting out five Messages in a Bottle to play the same Province-capable hand over and over, though. This is why we are not good at Dominion.

Deadlock, when you managed to get to 6 Provinces and 2 Duchies in 16 turns was that with the original MiaB or the revised one I posted which removed the "you may" clause? Just trying to get a baseline of just how powerful it is in the right hands.

Have you tried Endowment with Remodel on the table? Or Bishop? (Had any thoughts about that rule clarification either?)

Octo, we have tried Endowment with Remodel… actually I had Remodel in mind specifically when I priced Endowment at $6. I haven't tried it with Bishop, but I think I'm going to have to change Endowment around anyway, since it's definitely overpowered as it is now. When I change I'll keep Bishop in mind, as it definitely could lead to some rule conflicts. Well, really just the one, since Bishop is the only trash-for-VP-token card in the game.

(I can't believe I thought Potion Market was going to be the most debated of the cards I posted.)

36
General Discussion / Re: Man, this forum is changing my speech patterns.
« on: December 24, 2011, 10:47:13 pm »
This is slightly off topic, but I find it odd how Donald X has less "respect" than theory on this forum...
If you look at posts then respect and do posts/respect then you see that actually, Donald comes out with more respect. It is theory's posts that cause the extra respect.

By that metric, I am better respected than theory! And only 3% less respected than Donald!

Well, after this post, more like 4%. Damn. I gotta stop posting. I'm losing respect.




37
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 22, 2011, 11:50:49 am »
Treasures is a bit of added utility, but that ability on it's own is an Herbalist without the +$1/+1 buy. 

I think the bottom deck ability may be stronger than anticipated.  It takes all your good cards and moves them ahead of the shuffle, which will make them appear much more often.

None of the math-type folks on this board corrected my line where I said Message in a Bottle allows you to play your good cards 20% more frequently, so I assume that math is correct. Or at least in the ballpark. Also, it's really ~20% of your cards ~20% more frequently, so I don't think the effect is that strong. Unless there's something huge I'm missing.

Regarding Endowment … I think chapel is the most obvious area that needs checking - if you CAN boil down to four Endowments and Chapel, then you can just sit there until you feel someone is getting near, then trash all four in one go for four provinces.

Octo— I just realized I never followed up on the Endowment/Chapel situation.

After running my advanced in-house simulator (i.e. me sitting at my desk) it turns out the Chapel + 4 Endowment deck is indeed brutal. Opening 5/2 with Vault + Chapel and perfect shuffle luck gets you there in 10 turns. (Which also gets you to just the right number of VP chips to trash for four Provinces as well, weird.)

Point is, you're totally right, some balancing is in order. I like your Duchy recommendation, although I would like to see if I could make the grinding VP tokens into cards thing work. It might be an unsalvageable idea though. I would not be surprised if there's a very good reason Donald hasn't produced any cards with "on trash" effects.

38
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 20, 2011, 06:24:30 pm »
GendoIkari & Epoch, thanks for the thoughts.

With perfect shuffle luck and opening $5/$2 with with Festival/Message in a Bottle (Festival for the +1 Buy and +Actions to get MiaBs in play faster) I was able to get five MiaBs in play in 9 turns.

At this point I it seems appropriate to tack on my usual disclaimer: I am not great at Dominion.

An earlier version of MiaB didn't have a "you may" clause before "put one of your cards from play on the bottom of your deck." I added the "you may" clause to beef it up a little, but in retrospect maybe I should have kept it out. I just dug the old version out of my Time Machine backups and reworded it a little:



Without the ability to selectively put cards on the bottom of your deck, having five MiaBs in play becomes a bit of a liability unless you have a huge card draw, which you're probably not going to have if you're spending all your money on MiaBs.

Another nerf would be to bump up to $3 thus making it slightly slower to amass a pile of MiaBs or being able to open with it on $5/$2. (And in the process transforming it from an anti-Pearl Diver into an anti-Scheme.)

Perhaps I should submit the fixed non-"you may" version to the Puzzles and Challenges forum and see what people come up with for fast five card decks.

39
I'd appreciate if I'd receive some more lists, especially some "Best" Lists from higher ranked players.

Qvist, I think there's sort of a high barrier of entry here. It's a fair amount of work both for the respondent to put together a half dozen lists and for you on your end to manually input all this data into whatever spreadsheet you're using. It's 2011, we have the technology.

I made this poll for the $2 cards in like three minutes…

http://www.zoomerang.com/Survey/WEB22E8M7L8ENJ

You could probably hammer out the full 157 card list in 15 minutes (or spend another 15 and try to find a better survey site, I found that one by googling "create online draggable rankings survey"), post the poll here and I bet you'd get quite a few more responses, and save time on your end.

Just a thought.

40
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 19, 2011, 12:22:21 pm »
First off, I think I've come up with a fix for Copper Vein that keeps the spirit of the card while simultaneously taking care of the rules weirdness:



For you non-image-enabled folks:

Copper Vein: Treasure, $2, worth $1
$1 [large coin]
When you play this, you may gain a Copper, putting it into your hand. If you do, +1 Buy and gain an additional Copper.
----------
When you gain this, each other player may gain a Copper, putting it in his hand.

In retrospect, the fix seems obvious, as it's essentially Ill-Gotten Gains, minus the cursing. Which is sort of what I intended the card to be in the first place. So yeah, there's that.

Secondly, Octo, thanks for the feedback. Some feedback on your feedback:

Outskirts: I agree that the gain the Attack "putting it in your discard pile, on top of your deck, or in your hand" is a little complex. The idea was depending on how you were being attacked (a discard Attack, top deck manipulation, et cetera) you could decide where the gained card would go to mitigate the effects of the Attack, but in practice that mitigation is minimal, so it might as well just get tossed for simplicity sake. But then it's even weaker than it already is. Maybe a cost bump is in order as well. Need to think about it.

Potion Market: It is strong, but as you pointed out, it is also expensive. And it does turn Potion into a super card… but that was one of my goals for the card. I have a dream (I have a dream) that one day the Potion pile will be empty! I would like to see a three pile game where one of the piles is Potion. (I like Alchemy games, what can I say.)

Endowment: I don't think Endowment promotes a never-ending game any more than Monument does. I did have the "endless game" in the back of my mind when I made the card. But Endowment gives you $2— which as Donald has said in the past— people like spending. And it encourages you to trash it if possible for a Province, which also hastens the end of the game. My play testing with it never resulted in a degenerative game state… but again, my friends and I aren't great at Dominion.

Hero: I agree in the absence of cursing Attacks that Hero it isn't a great buy. It's basically a Peddler for $5. Again, it's me trying to come up with a good reason to buy Curses, and that's a tough thing to come up with. I like your "if you don't trash a Curse, gain a Curse" idea, though. Innnnteresting. (As for gaining the Prize in hand, I thought that would match it up with Tournament a bit better, since with Hero you get Tournament's +$1 +1 Card bonus regardless of the success of your Hero.)

41
Variants and Fan Cards / Re: Dominion: Tributary - seven fan cards.
« on: December 18, 2011, 04:02:41 pm »
Thanks for the feedback, fellas.

Copper Vein seems to be the diciest, as far as rules go. Playing another Treasure after buying a card is verboten by Dominion rules. But then again, Kingdom cards are what change the rules of the game (i.e. you can only play one Action card per turn unless you play a card that says otherwise).

Still, there might be something I'm missing which totally makes Copper Vein a completely unsalvageable idea.

Tables: it hadn't occurred to me to add a horizontal rule to Endowment. I could go either way on it… there isn't much (any?) precedent for on-trash effects.

Eistee: what's missing from Message in a Bottle's text? It's wording is admittedly a bit obtuse, but it's a byproduct of trying to get everything you need to know on the card at a reasonable font size.

42
Council Room Feedback / Re: 3p tie scored as a loss
« on: December 17, 2011, 02:15:37 pm »
It's because tlstyler took the fewest turns, which is a tie-breaker in Dominion.

tlstyer was definitely last, though. The tie was between Brian_The_Adequate and Crispy, who each took 20 turns. This seems like a bug.

43
Dominion General Discussion / Re: Homage to the Best Card
« on: December 17, 2011, 01:42:49 pm »
For Chapel:



For fun:


44
Variants and Fan Cards / Dominion: Tributary - seven fan cards.
« on: December 17, 2011, 01:37:19 pm »
Dominion: Tributary is a teeny tiny not-really-expansion I made. It's my first crack at designing cards. I think you guys will be able to figure out the theme/idea behind it. Probably by the third card? The fourth? Definitely the fifth.



Here we are play-testing a couple of the cards. We're nerds. We're also not great at Dominion, so I don't make any promises re: card balance. I think they're pretty close, though.

I have higher-res versions suitable for printing if anyone likes these enough to do so.



The Dignitary moves a little faster than that Bureaucrat jerk who's always slowing everyone else down. She's so fast, in fact, she even lets other people get to work after she's done.



Your neighbors are sending their cronies into your kingdom. Maybe you should head to the Outskirts of town and recruit some cronies of your own.



Leave enough Messages in Bottles, and they're bound to wind up on shore together sooner or later. If you plan ahead just right, you'll know exactly what's on the horizon.



You've been to the Market. You've been to the Grand Market. You've even been to the Black Market (shhh... don't tell anyone). The Potion Market is a mixture of all three. After all, mixing is what potions are all about.



Like any good Endowment, yours keeps on giving. After a certain point though, money is just money. Perhaps you can reinvest it into some land.



Sometimes it takes a Hero to vanquish evil. And when they succeed, prizes should be awarded. What's that? There was no evil in your kingdom before the Hero arrived? You're right, that is a little suspicious.



You've found a Copper Vein on the border. Sure, it'll help your neighbors, but it will help you more. Tap into it when you're short on money, but don't go overboard... after all, this is Copper we're talking about.



Dominion Tributary FAQ

Copper Vein: Treasure, $2, worth $1
$1 [large coin]
+1 Buy
When you buy a card, you may gain a Copper, putting it in play immediately.
----------
When you gain this, each other player may gain a Copper, putting it in his hand.

Copper Vein FAQ: You may gain a Copper for each card you purchase in your Buy phase. If you have multiple Copper Veins in play, you may gain one Copper per Copper Vein you have in play per card you purchase (i.e. if you buy four cards on your turn with two Copper Veins in play, you may choose to put up to eight Coppers into play immediately). If you reveal a Trader while playing a Copper Vein to gain a Copper, you will gain a Silver instead, but it goes to your discard pile, not immediately into play. Similarly, if an opponent chooses to gain a Copper and reveals a Trader while doing so to gain a Silver instead, the gained Silver does not go into their hand, but rather the discard pile.

========================================

Dignitary: Action, $3
+1 Action
Gain a Silver card; put it on top of your deck.

Dignitary FAQ: If you have no cards left in your Deck when you play this card, the Silver you gain will become the only card in your Deck.

========================================

Endowment: Treasure, $6, worth $2
$2 [large coin]
+1 VP token
If you trash this, you may return 2VP tokens to the Supply. If you do, gain a Province.

Endowment FAQ: You may not simply trash Endowment, you must play a card which allows you to trash a card (such as Remodel from Dominion), or your opponent must play a card which forces or allows you to trash a card (such as Saboteur from Dominion: Intrigue or Bishop from Dominion: Prosperity, respectively).

========================================

Hero: Action, $5
+1 Card
+1 Action
+$1
Trash two Curses. If you do, gain a Prize (from the Prize pile) or a Duchy, putting it into your hand.

Hero FAQ: You may trash a single Curse when playing Hero, however you will not gain a Prize or a Duchy. You can opt to take a Duchy even if the Duchy pile is empty, or a Prize even if no Prizes are left; in these cases you gain nothing.

========================================

Message in a Bottle: Action - Duration, $2
During your Clean-up phase this and all subsequent turns, you may put one of your cards from play on the bottom of your deck.
You may discard Message in a Bottle during any of your Clean-up phases. If you do, you may choose a card you have in play and put it on top of your deck.

Message in a Bottle FAQ: While Message in a Bottle remains in play, you may put a card in play at the bottom of your Deck during your Clean-up phase— this includes Message in a Bottle itself, as it is in play. When you discard Message in a Bottle from play, you may also optionally put another card in play on the top of your Deck. When using a card that lets you play a card multiple times (like Throne Room in Dominion) in conjunction with Message in a Bottle, that card remains in play as long as Message in a Bottle remains in play.

========================================

Potion Market: Action, $5◉
+1 Card
+1 Action
+$1
+◉
+1 Buy
You may discard a Potion. If you do, +2 Cards, +$2

Potion Market FAQ: When playing multiple Potion Markets, you must discard one Potion for each Potion Market to gain its "+2 Cards, +2 Coins" bonus. Potion Market's +◉ is not "a Potion" so its effect cannot be used to put an Alchemist on top of your Deck.

========================================

Outskirts: Victory - Reaction, $4
Worth 1VP for every 3 cards with more than one type in your deck (rounded down).
----------
When another player plays an Attack card, you may reveal and then discard this card
from your hand. If you do, gain a copy of the Attack card, putting it in your discard pile, on top of your deck, or in your hand.

Outskirts FAQ: This is both a Victory card and a Reaction. During the game, if you reveal and discard Outskirts to gain an Attack card in response to an Attack, your discarding of Outskirts and gaining of the Action card occur before the Attack resolves. This is important to note for discard Attacks such as Torturer. At the end of the game, Outskirts is worth 1 Victory Point per 3 cards with more than one type in your Deck. Round down; if you have 11 cards with more than one type, each Outskirts you have is worth 3 Victory Points. Any card with more than one type listed at the bottom of the card (i.e. "Action - Attack" or "Treasure - Victory" or "Action - Duration" et cetera) has more than one type.



Dominion Tributary Design Notes

If you haven't figured it out already, each of these cards corresponds to a different expansion. What follows is a little more information about my thought process while designing the cards.

Dignitary:

Now that we're six expansions in, making a card that would fit into the Base set is actually kind of tough. All the good vanilla +1 combinations have been taken, and even the newer simple cards in Hinterlands are remixes of old favorites (or old not-so-favorites in the case of Woodcutter's and Thief's descendants).

So I thought back to when I only had the base set, and what I wished it had more of, and two things came to mind: more $3 Kingdom options, and some more n00b training wheels.

Enter, the Dignitary. She costs $3, she gains Silver, and in all likelihood you're gonna draw that Silver right away with the four Villages you have in your hand. Because you're a n00b. Hopefully once that Silver is in your hand though, you'll realize there's better money out there... and that you should buy it instead of more Villages.

Fun fact: you'll notice Dignitary reads gain "a Silver card" instead of just "a Silver." I thought that would be cute. Back in 2008, that's what we called Silver! How quaint!

Outskirts:

Intrigue has always been my least favorite expansion. It's the jerk uncle of the Dominion Family. Mostly due to the harsh Attacks and Masquerade (which even Donald has admitted he would have altered to prevent KC pins).

Anyway.

Point is, for Intrigue I wanted a Reaction that responded to the aforementioned jerk Attacks, and Outskirts is it. It's a specialized quasi-Smuggler that while adds to Intrigue's "choice" theme.

Just got Minioned? Reveal Outskirts, gain a Minion on top of your deck and discard Outskirts! That wasn't so bad. In the midst of a Torturer chain? Gain a Torturer in hand, discard a couple cards and watch your opponent squirm. Saboteur? Gain a Saboteur on top of your deck... well, you know the rest. It's versatile.

On the Victory side of things, I decided to make it a Reaction/Victory hybrid to augment Intrigue's "Victory cards that do stuff" sub-theme. (I remember the first time I saw the back of the Intrigue box in the store and I saw Harem and I was like "a Treasure that's ALSO a Victory card? Bwaaaaaaa?") And I made it a weird-mathy Victory card to give you a reason to buy Outskirts even when there are no Attacks out— although obviously with Attacks on the board Outskirts gets even stronger, both as a Reaction and as a Victory card.

Message in a Bottle:

For Seaside, I knew I wanted a Duration that stayed out multiple turns to demonstrate that you don't have to create a new "Permanent" card type to do so.

I didn't want it to be showy, though. I didn't want it to totally break the game if you put it out with a King's Court and its effect tripled for the rest of the game. So probably a $2 card, then. Because Seaside doesn't have enough $2s already.

Looking at Seaside's other $2s, I've always thought Pearl Diver is one of the strangest cards in Dominion. It's Donald at his goofiest. Look at the bottom of the deck, really? So I thought, why not give Pearl Diver a friend... something to to complement him. And thus, Message in a Bottle was born.

During the game, Message in a Bottle is a good way to play those good Actions just a little more frequently. 20% moreish, if my maths are correct. And, if the drawing works out, you'll set yourself up with a custom, ready-made hand at the bottom of your deck.

At the end of the game, it's a quick way to top-deck a Platinum or two (you have multiple MiaBs in play, right?) to finish off that Colony stack.

Potion Market:

The first thing I came up with for the Alchemy card was the price. I knew I wanted to fill the $5+Potion price gap. But what does a $5+Potion card look like?

Following Donald's own design notes, I knew it should be a card that worked well in multiples just in case it was the only Potion card on the board, so I figured it should at least be a cantrip. (Which also helps keep with the "cares about actions" sub-theme of Alchemy.)

So +1 Card, +1 Action. Done. I liked the idea of +1 Potion. No other card had that, and I just liked how it looked. So, +1 Potion. Done.

Hmmmm.... +1 Card, +1 Action, +1 Potion... costing $5... this is starting to look like a Market. So I slapped a +$1 on there. Looking good. And a +1 Buy. Looking better... but still overpriced at $5+P. We need some Zazz™!

After a few different attempts at Zazz™ing, I settled on "discard a Potion for +2 Cards, +$2." For two reasons. One, because I like the idea of giving Potions a secondary non-spendy purpose, ala Alchemist. Two, because the standard argument against Alchemy cards is "well, if you had bought a Silver instead of that Potion, blah blah blah." Well bam, +$2, there's a Silver instead of that Potion. (Plus a little Lab/Alchemist effect to boot... because, well, Alchemy!)

As far as synergies go, obviously Potion Market is huge with Vineyards. Like HUGE. Apothecaries like them too, though. Apprentices find them quite tasty. Alchemist stacks hate them though, since you have to choose between discarding the Potion and not, but, well, if you discard the Potion it pays for a whole new Alchemist on its own. So there's that.

Most of all, like Grand Market, Potion Market synergizes with itself. Once you've got one, it's way easier to buy more. On its own, it's not quite the cash cow that Grand Market is, but with a decent draw engine (which it sort of is on its own), it may have a slight edge. I don't have the simulator skillz to test that theory, though.

Endowment:

Donald said he would have experimented with more VP token-giving cards if they had been a part of Prosperity from the start. Endowment is my way of experimenting.

It seemed fitting to add to Prosperity's Treasure-that-do-stuff assortment, and I like the idea of gaining VP tokens without having to spend actions. And I also like the idea of "reverse Bishopping." That is, grinding tokens into cards. I also like the notion of potentially benefitting twice from a trash-for-benefits card. (Trash an Endowment when purchasing a Farmland to gain a Province, plus return two VP tokens for a second Province? Yes please.)

I originally had it costed at $5, but that was too close to Monument. Besides, $6 puts it in the cool "Silver with a Bonus" club along with Harem and Hoard. You might think $6 is too much to pay on a board with no means of trashing, but hey man, no one is forcing you to buy it.

Hero:

So the winner of the Tournament gets Prizes, obviously. But who else would you reward with a Prize? Maybe a do-gooder. Maybe a Hero? And what do Heroes do? Vanquish evil. Curses!

Mostly I've just always wanted a card that gives a strategic reason to buy Curses. There's a stack of them sitting right there in every game, whether you want them or not. Sure, you can occasionally add them to your Fairgrounds, or buy them for Ambassadoring, but I like the idea of digging yourself into a hole only to emerge victorious later. It's the Hero's Journey.

For a while it was "Trash an Estate and a Curse," but that made it too easy to open 5/2 with Hero/Curse, and nail a Prize on Turn 3. I also liked that changing it to two Curses provides exactly enough Curses to nab all five Prizes in a two player game.

Copper Vein:

Hinterlands central theme is on-gain effects, but to me there's also a "Small Money" sub-them. I decided Hinterlands had enough on-gain shenanigans, so I'd contribute to Small Money. (And wound up adding some on-gainness after all.)

As one of the few Contraband fans out there*, I've always liked the idea of money that provides additional buys. It just makes sense. Both thematically and functionally.

I also thought, "wouldn't it be fun to create a card that solves the '$7 with one buy' problem while simultaneously creating another problem all together?"

Hence the Copper Vein Conundrum: You're at 7 Coins and with an additional buy from the Copper Vein. Do you buy a Copper with your first buy to gain a Copper getting you to 8 Coin to buy a Province with your second buy? Is a Province worth two more Coppers in your deck? The choice is yours!

Essentially a non-cursey Ill-Gotten Gains, Copper Vein works wonders in Gardens decks, and helps the Coppersmith and the Counting House. Copper strategies are gonna be awesome any day now, guys, really!

(*I love the mind games that accompany Contraband, the Vizzini-like thought processes one can go through. "From what I know of your deck, I can clearly rule out you buying a Province, but you know that I know that, so clearly I should veto Provinces. But you knew that I would think that, so clearly I...")

45
General Discussion / Re: Who lives in NYC?
« on: December 05, 2011, 02:54:29 pm »
I'm always interested in playing some games with people from other gaming groups (because it leads to interesting interactions when two different game group cultures collide -- see, e.g., lympi's reaction to how ruthlessly we play Ticket to Ride).

We were playing Ticket to Ride? I'm pretty sure that wasn't Ticket to Ride. That was some sort of perversion of board game physics.

Tickets were drawn before any trains were placed! Completed routes materialized out of thin air! Locomotives were called "rainbow trains!" Cats and dogs were living together!

p.s. greatexpectations, I'm actually from Guilderland. Upstate represent.

46
Dominion General Discussion / Re: Your nicknames for Dominion cards
« on: November 28, 2011, 04:42:52 pm »
My crew has some good ones. Or, well, we think they're good. Everybody thinks their own jokes are funny.

Envoy is "Kevin Nealon" due to the picture's vague resemblance.

The Duke is "Bob Ross" because, well, I mean look at him… it's like he's gesturing to a painting he just made.

Goons is "Going to Goontown."

Mountebank is "Maaaabaaaaaa" spoken in an outrageous French accent.

Rabble is "Rabblerabblerabble" from South Park.

Harem is just "my ladies."

You have to pronounce the "ch" in Alchemist.

Nobles is "Shnobles" inexplicably. Not sure why.

47
Variants and Fan Cards / Re: A Dominion Fan Card Creation Guide
« on: November 27, 2011, 02:01:02 am »
(5) Fonts.

On the official cards, the card's name and type are rendered in the "Trajan Pro" font. This is a commercial font; however, there is a very similar free alternative called "Optimus Princeps." Use the boldface version.

Anyone have any idea on what the "Big Coin" and/or "Cost" font might be? (i.e. the Big Coin on special Treasure like Hoard and Contraband, and the cost on all cards.)

At first glance it seems to be Times New Roman bold, but then the 4 looks way off (no serifs) and everything else looks not-quite-right.

Sorry, I'm making some cards and I'm sort of a font nerd.

(But apparently not a big enough nerd to actually know the font.)

48
2011 / Re: 2011 DominionStrategy.com Championships Registration
« on: November 23, 2011, 08:38:24 pm »
lympi

GMT-5 (Eastern)

Who's organizing the side pool?

49
Dominion General Discussion / Re: Alternate Newbie First Board?
« on: November 21, 2011, 03:32:24 am »
I have played "First Game" a lot. I feel your pain. I too am a Dominion pusher, so it kinda goes with the territory.

The thing is, "First Game" is a great board. It's simple but not too simple; it's got vanilla cards, trashers, drawers, an attack, some defense, everything. It teaches the fundamentals really well.

I think the most important part of "First Game" though— and this is a subtle thing— is it has multiple choices at every price point.

Dominion is ultimately a game of making choices about what to buy, and the more choices you have, the more interesting any given game is.

So my advice is this: if you tweak the "First Game" just tweak one or two cards (Workshop and/or Woodcutter, I'm looking at you), and make sure you keep the cost spread pretty much the same. So 2, 2, 3, 3, 3, 4, 4, 4, 5, 5.

Rookies are notoriously Action-heavy, so while keeping the 8 of the 10 cards in the sub-5 range is kinda boring, it's also sort of necessity.

Here are some potential tweaks to spice things up for you, but still keep it relatively simple for them:
  • Swap out Cellar for Courtyard - they both help massage poor draws in different ways.
  • Swap out Militia for Bureaucrat - a slightly less overt Attack that nudges n00bs towards better money with the free Silver.
  • Swap out ________ for Laboratory - Just to demonstrate the inversion and cost difference between Village and Laboratory.
  • Swap out Workshop for Steward - Pawn leads to too much AP for new players, Steward is just right.
  • Swap out Smithy for Envoy (if you have it… Amazon Big Box?) - It ups the interactivity, and keeps players engaged when it isn't their turn.
  • Swap out Remodel for Moneylender - Remodel can be a tough sell to demonstrate the benefits of trashing, since those benefits are not seen immediately… Moneylender is a bit more tangible.
If you pick up Cornucopia next, Menagerie is huge for new players; it's cheap and they always seem have a hand with no duplicates. Probably because they're always buying one of everything. (<- I feel like this could be the basis of a really lame Dominion standup routine: "Man, you ever see a newbie during their Buy phase… they're all 'Oh, I'll buy one of these, and one of these…'")

50
Variants and Fan Cards / Re: Notes About Set Design
« on: November 12, 2011, 05:34:35 pm »
Also, if you're excluding Prosperity from the discussion of card costs (because Colony=more expensive stuff), then I think you have to exclude Seaside as well.  Seaside is nearly as much an outlier, with lots of $2 cards and no $6 cards, and was specifically designed that way to balance out the high costs of Prosperity.

Do you have a reference for this?  Because unless Donald said as much, I don't see how this can be true.

From The Secret History of Prosperity (under the Origins 2007 section):

Quote from: donaldx
$2; Wishing Well. The Intrigue card, only for $2. Prosperity never had much in the $2 department. If you want to throw in expensive cards, something has to give. In the end I felt that it would fit the flavor to not have any $2's at all. I put extra $2's in Seaside to compensate, at least for people who play with everything.

So Seaside's lower cost average is sort of by design, sort of not. I mean, it is by design, just not by design of Seaside… by way of Prosperity.

Pages: 1 [2] 3

Page created in 0.157 seconds with 18 queries.